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Commanche 3 PC Cheats

Game Name:

  Commanche 3 Cheats

Platform:

  PC

Viewed:

  2959

Date Added:

  24/05/2003

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  NOTE: Cheat information below advert

Commanche 3 Cheats On PC
Commanche 3 PC Cheat Instuctions

When in flight press "R" and enter one of the following:

RATZ - Invisibility
COWZ - Freeze opponents for 30 seconds
IPIG - Ammo overload
CAT9 - Double damage
DOG9 - All weapons
BAT9 - GPS Hellfires

Playing Guide:

Choosing a flight model:

Comanche 3 has two separate flight models: Easy and Advanced. The Easy flight model gives you better (albeit less realistic) control over your helicopter. For people who are just starting out, the Easy flight model is the way to go. The Advanced flight model takes into account a number of flight variables and aerodynamic equations that make it more challenging and realistic to fly.

Easy flight model:

The Easy flight model is designed to keep beginners from wrecking too many helicopters. It automatically activates the Vertical Stabilizer, Limit Collective and Avoid Overtorque features. (Theses cannot be turned off in Easy flight.) The Limit Cyclic Range option is also active. These features combine to prevent you from flying too fast or changing altitude too abruptly. It is recommended that you fly your first couple of missions in Easy flight mode until you get the hang of things.

Advanced flight model:

The Advanced flight model contains features that more accurately reflect the actual controls available to a Comanche pilot. If you are going to play Comanche 3 as a serious simulation, this is the flight model you want to fly around in. The important features of the Advanced flight model may be toggled on and off. These are as follows:

Altitude Lock:

You'll find this feature indispensable. It allows for Ôhands-off collective' flying by giving you the ability to set a particular altitude and remain there. To maintain the altitude at which you're flying simply press either the [L] or [K] key. The Comanche will now be Ôheld' at your current altitude. Note, however, that this is an AGL setting. You will continue to rise and fall according to the changes in terrain elevation. Altitude Lock also gives you the ability to set and maintain any altitude you desire. Press the [Alt L] key and enter in the desired AGL (Above Ground Level) altitude.

Limit Collective to Avoid Overtorque:

In Easy flight, this feature is automatically activated. In the Advanced flight model, you have the option of turning this on or off. By activating this feature you prevent the Comanche from overtorquing (and thus damaging) the engine due to your collective control input. Having the helicopter do this for you is especially important when using the Altitude Lock feature. The only drawback to using the Limit Collective feature is that it sometimes prevents you from overtorquing the engines even when necessary for short periods of time.

HoverHold:

This feature should always be activated. Press the [J] key to engage it. HoverHold keeps you stationary over a particular spot on the ground. While it does not prevent you from changing altitude, it does maintain your lateral position even in high wind. With HoverHold engaged, you can make precision landings every time. You may also perform pop-up attacks from behind set terrain features and return to the exact same spot.


Make the most of your stealth features:

The Comanche is designed to survive on 21st century battlefields thanks to its LO (low observable) or stealth characteristics. These features are accurately modelled in NovaLogic's Comanche 3. Successful Comanche pilots (i.e. pilots that regularly complete their missions) are those who use these characteristics to their best advantage. The trick to beating the opposition in Comanche 3 is to remain undetected until just before you are ready to attack.

Fly low:

The lower you fly the more stealthy you will remain. Although the detection formula used in Comanche 3 is quite complex, generally speaking you should never fly higher than 25 feet above the ground. Obviously if you feel safe flying lower than 25 feet, do it. When entering large open areas it's often safe to engage your Altitude Lock and drop down to 15 feet or less.

Use terrain to your advantage:

Keep elevated terrain between you and the enemy at all times. The enemy can't see through solid objects nor can radar waves pass through them. Don't crest that ridge, when you can simply fly around it. Flying down dry stream beds and gullies is an excellent way to stay hidden. The military calls this Ôterrain masking'.

Be sure to keep your weapon bay doors closed at all times. Flying with your bay doors open spoils your stealth characteristics. Your chances of being detected on radar are just about doubled when the doors are open.

Your weapon bay doors open automatically when you fire a weapon that is stored internally. Just remember to close them manually by pressing the [F] key when you've finished firing. The word BAY appears in the lower right corner of your HMD when the doors are open.

Some missions require you to fly with EFAMS (External Fuel and Armament Management System), which are large non-lifting stubby wings that have several hardpoints for loading stores. Flying with EFAMS is equivalent to flying with your bay doors open. They give you room to carry more ammo but increase the likelihood of detection. You cannot jettison EFAMS, so be prepared to complete the entire mission in this condition.

Another thing that spoils your stealth characteristics is flying with your Landing Gear extended. There's no reason to have your landing gear deployed once you take off. Check the lower right corner of your HMD. If you see the word GEAR, your landing gear is down. As soon as you leave the ground, press the [G] key to retract your wheels.

The enemy has a more difficult time spotting you at night. (Radar and IR sensors continue to function normally, however.) When flying night missions, don't silhouette yourself against the moon. Enemy objects will definitely get a visual on you if you inadvertently become a lunar eclipse.

CHOOSE THE RIGHT WEAPON FOR THE JOB:

The Comanche is no shrinking violet. It carries a formidable array of weapons. Unfortunately, in order to minimise its radar signature, the Comanche stores all its weapons in internal bays. While this arrangement makes it harder to spot, it also limits the number of rounds that the Comanche is able to carry. The trick to getting the most from your weapons is knowing what ammunition to use and when.

AGM-114 Hellfire:

By far the most lethal weapon you possess is the laser-guided AGM-114 Hellfire. It is specifically designed to penetrate armoured vehicles, but it can be used against hardened structures, even flying targets, as well. Usually one hit from a Hellfire is enough to destroy a target. While they are powerful, they are slow. Firing a Hellfire at a target that is a long way away gives the enemy plenty of time to shoot back. Another drawback to relying on the Hellfire is that there are never enough of them around when you need them. Use these weapons sparingly. Even when a FARP (Forward Area Rearming Point) is nearby you'll manage to launch all your Hellfires and be caught wishing you had just one more.

Hydra-70 mm FFARs:

Your 70 mm Folding Fin Aerial Rockets are second only to the Hellfire, in terms of lethality. These Rockets do a lot of damage and they spread this damage over a greater area. They are most effective against soft-skinned, unarmoured vehicles and un-reinforced structures. Because they lack penetrating power, though, Rockets are least effective against armoured targets like tanks and APCs. Rockets are slow (although faster than the Hellfire) and have a very short maximum range. The biggest drawback to using Rockets, however, is the fact that they are unguided. Your only aiming mechanism is the I-beam pipper that appears on your HMD. Once you fire a Rocket, it's gone. Forget about it. Rockets are actually quite good against other helicopters. Consider arming yourself with lotsa these babies next time you get into a multi-player head-to-head game.

AIM-92 Stingers:

The Stinger is a heat-seeking air-to-air missile. It is primarily used to shoot down enemy helicopters and aircraft, but it can also be used (with limited effectiveness) against ground targets. While the Stinger is a Ôfire and forget' weapon (by virtue of its IR guidance) it lacks the precise accuracy of the Hellfire and the explosive power of a 70 mm Rocket. (Always fire these missiles in pairs. It usually takes several hits from a Stinger to down an aircraft.) You can fire these missiles against ground targets, but don't. Stingers are less effective when launched against targets that are below you. The warhead is simply not strong enough to do much damage. For these reasons, the Stinger should never be your weapon of choice. Launch your Stingers at air targets you encounter very early on in a mission. You'll want to save your good weapons for the really important mission targets you encounter later.

The 20 mm Cannon:

The chin-mounted 20 mm Cannon is a three-barrelled ÔGatling' type gun. As you might imagine, it's your most versatile weapon. It is effective against all types of targets, from hardened structures to aircraft, and particularly devastating when used against soft targets like trucks or fuel tanks. Although it lacks the range of a Hellfire, 70 mm Rocket or Stinger, at close range the Cannon is the weapon of choice. The Cannon has a limited supply of ammunition (500 rds.) and, boy, does it go fast! Conserve ammunition by firing the Cannon in two- or three-second bursts. Besides having a limited ammo supply, the Cannon has difficulty firing at targets which are higher than you. This sometimes forces you to gain altitude and become less stealthy. The Cannon is also less accurate the faster you fly, so if it seems that you are frequently missing targets, switch to the [F6] external view. This view gives you a better look at exactly where your rounds are hitting.

Artillery:

One of the most powerful yet overlooked weapons at your disposal is Artillery. Look upon each of these fire missions as a gift from on high. Artillery can reach anywhere on the map with devastating results. Best of all, using Artillery to strike a target doesn't give your position away. Once the mission starts you can check on the status of your Artillery by pressing the [B] key. Remember, when you call for fire, the rounds impact at the location of the TD box when the call is made. For this reason, Artillery is best used against static targets. If you need to call Artillery in on a moving target (a column of tanks, for instance), be sure to target the lead vehicle. When the rounds begin falling they'll be landing on the back half of the column.

Team-mate:

Your Team-mate (Griffin Two Seven) is an important force multiplier if used correctly. Having a second Comanche in the area does more than give the enemy something to shoot at besides you (although this is important!). Two Comanches are able to deploy more weapons in a shorter period of time. This allows you to establish fire superiority early on and cut down on the amount of return fire you'll suffer. Your Team-mate is less concerned with stealth than you are. He likes to rush in after targets and draw fire. If you see that the enemy is pre-occupied with your Team-mate, it may be a good time for you to make your move on the objective

   
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